Showing 181 - 200 results of 201 for search '"video game"', query time: 0.06s Refine Results
  1. 181

    The competitive esports physiological, affective, and video dataset by Maciej Behnke, Wadim Krzyżaniak, Jan Nowak, Szymon Kupiński, Patrycja Chwiłkowska, Szymon Jęśko Białek, Maciej Kłoskowski, Patryk Maciejewski, Kacper Szymański, Daniël Lakens, Kate Petrova, Jeremy P. Jamieson, James J. Gross

    Published 2025-01-01
    “…Abstract Esports refers to competitive video gaming where individuals compete against each other in organized tournaments for prize money. …”
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  2. 182

    Digital Games as Safe Places: The Case of Animal Crossing by Ferreira Cátia, Ganito Carla, Gonçalves Soraia

    Published 2025-01-01
    “…The article addresses the function of video games as safe spaces using a mixed-methods approach, emphasizing the role played during the pandemic and using Animal Crossing as an example. …”
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  3. 183

    NÍVEL DE ATIVIDADE FÍSICA EM CRIANÇAS by Ricardo Pinho, Édio Luiz Petroski

    Published 2012-10-01
    “…O tempo de permanência frente aos instrumentos eletrônicos (televisão, video­games, computadores), parece dominar seu cotidiano, levando a um estilo de vida sedentário. …”
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  4. 184

    The efficiency of using the technology of “edutainment” in teaching foreign languages by Julia D. Ermakova, Tamara M. Nosova

    Published 2019-06-01
    “…The peculiarity of edutainment technology is in introduction modern forms of entertainment in the system of traditional lectures, lessons, classes, seminars and master classes, as without television programs, desktop, computer and video games, movies, music, websites, multimedia programs it is difficult to imagine the daily reality of any student. …”
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  5. 185

    The impact of COVID-19 and the confinement on the secondary level students of the Eastern region of Morocco by Hind Moumni, Fatima Elghazouani

    Published 2023-11-01
    “…Several factors were significantly associated with anxiety and depressive symptoms, including being a girl (P = 0.000), being a high-school student (P = 0.011), economic struggles during the pandemic (P = 0.003), doubting the necessity of home confinement (P = 0.000), spending over 3 hours a day on social networks and video games (P = 0.000), dropping out of remote learning (P = 0.000), having a psychiatric history (P = 0.000), having chronic illnesses in the family (P = 0.002), and changes in sleep habits (P = 0.000). …”
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  6. 186

    Effect of the Wii Sports Resort on Mobility and Health-Related Quality of Life in Moderate Stroke by Iratxe Unibaso-Markaida, Ioseba Iraurgi

    Published 2021-01-01
    “…Stroke is a common cerebral circulatory disorder that has several sequelae that affect the daily life of patients as well as their quality of life and the lives of people close to them. Video games are being used in the rehabilitation process to address these sequelae and their benefits are shown on physical activity and in the cognition area. …”
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  7. 187

    Inclusion of preschool children into organized activity in leisure time by Milenko Janković, Karolina Berenji, Zoran Milić, Sandra Vujkov

    Published 2018-12-01
    “…The aim of the study was to present the results related to the participation of children in organized activities during leisure time and what is the perception of parents about the scope of their children's physical activity and the time spent on watching TV, using computers and playing video games (as a part of wider study). The research was conducted in 2017 in the Preschool institution “Naša Radost” in Subotica. …”
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  8. 188

    Enhancing older adults’ gait: a systematic review of multicomponent exercises for fall prevention by Diego Brum Allendorf, Ana Júlia de Azevedo Ferrony, Sarah Giulia Bandeira Felipe, Rafael Reimann Baptista

    Published 2025-01-01
    “…These studies used various intervention models, including walking, combined aerobic and resistance training, and dance exercises using video games. The findings indicate that regular physical activity and muscle strength and flexibility enhancements can improve gait features, including speed, step length, and phases of foot-ground contact. …”
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  9. 189

    Revealing schoolchildren's key situations in the use of digital media inside and outside school: A media diary study. by Jennifer Virginie Meier, Kai Kaspar

    Published 2024-01-01
    “…The most reported key situations involved "playing video games", "digital learning or homework", and "online communication or content sharing". …”
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  10. 190

    Effect of video-based interventions on emergence delirium in pediatric patients: a systematic review and meta-analysis of randomized controlled trials by Yue Wang, Lifang Wang, Nan Liang, Kan Wang

    Published 2025-01-01
    “…With advancements in video-based interventions, such as cartoons, video games, and virtual reality, these modalities may contribute to a reduced incidence of emergency delirium among children. …”
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  11. 191

    The internet gaming disorder and its associated factors among college students at Imam Mohammed Ibn Saud Islamic University, Riyadh, Saudi Arabia: A cross-sectional study by Khalid Bin Abdulrahman, Tariq Y. Alhomoud, Ismail S. Alateeq, Faisal N. Al-Mohaisen, Musab S. Alshamrani, Saleh I. Alhathlul, Mohammed Abdulaziz Khamsah

    Published 2025-01-01
    “…Background: Internet gaming disorder (IGD) or video gaming has been considered by World Health Organization (WHO) and American Psychiatric Association (APA) as a disease. …”
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  12. 192

    A Systematic Review on Serious Games in Attention Rehabilitation and Their Effects by Leila Shahmoradi, Fatemeh Mohammadian, Meysam Rahmani Katigari

    Published 2022-01-01
    “…Cognitive rehabilitation via video games is an emerging hot topic in cognitive science. …”
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  13. 193

    From gaming to reality: effectiveness of skills transfer from competitive sandbox gaming environment to near and far contexts by Yuchun Zhong, Luke Kutszik Fryer, Shiyue Zheng, Alex Shum, Samuel Kai Wah Chu

    Published 2025-01-01
    “…Abstract Esports or competitive video gaming has been increasingly utilized to enhance essential twenty-first century skills. …”
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  14. 194

    Scrutinizing the Gateway Relationship Between Gaming and Gambling Disorder: Scoping Review With a Focus on the Southeast Asian Region by Kristiana Siste, Daniel L King, Enjeline Hanafi, Lee Thung Sen, Adrian Adrian, Belinda Julivia Murtani

    Published 2025-01-01
    “…The most commonly studied gambling-like element in video games was loot boxes (n=105). Other elements investigated included esports betting, skin betting, token wagering, gambling advertisements, and gambling-like features. …”
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  15. 195

    Managing ADHD Symptoms in Children Through the Use of Various Technology-Driven Serious Games: A Systematic Review by Aikaterini Doulou, Pantelis Pergantis, Athanasios Drigas, Charalampos Skianis

    Published 2025-01-01
    “…., addressing inattention, impulsivity, working memory, executive functions, emotion regulation), and employ a wide range of technologies, including video games, PC, mobile, web, AR, VR, tangible interfaces, wearables, robots, and BCI/neurofeedback, occasionally even in tandem. …”
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  16. 196

    Classifying problematic gaming using a latent profile approach based on personality traits in Chinese young adolescent by Jingyue Hao, Zhenjiang Liao, Qiuping Huang, Xinxin Chen, Shuhong Lin, Yongyan Shi, Yifan Li, Yin Tang, Xuhao Wang, Hongxian Shen

    Published 2025-02-01
    “…Methods An online survey was conducted within 5593 internet gaming users, including a demographic questionnaire, queries on internet gaming usage, the Video Gaming Dependency Scale, and the Chinese Big Five Inventory-brief version. …”
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  17. 197
  18. 198

    Comparing physiological and psychological effects of virtual reality vs. traditional high-intensity interval training in healthy individuals: results from a preliminary pilot rando... by Jonathan Robinson, Mohammad Haziq Bin Abdul Razak

    Published 2025-01-01
    “…Virtual reality and active video games have emerged as potential solutions to promote physical activity by integrating immersive experiences with exercise. …”
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  19. 199

    Effects of Video-based Gesture Gaming on Hand Functions in Autistic Population: A Quasi-experimental Study by J Sangeetha Priya, Kalidasan Varathan

    Published 2025-01-01
    “…Symptoms mainly are related to behavioural abnormalities, motor control deficits and social communication issues. Video gaming technology are emerging as valid tool in the intervention protocols for autism, by showing significant improvements in motor strength and executive functions. …”
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  20. 200

    From dusk to dawn: examining how adolescents engage with digital media using objective measures of screen time in a repeated measures study by Bradley Brosnan, Kim A. Meredith-Jones, Jillian J. Haszard, Shay-Ruby Wickham, Barbara C. Galland, Takiwai Russell-Camp, Rachael W. Taylor

    Published 2025-01-01
    “…Wearable and stationary PatrolEyes video cameras captured screen time from two hours before bedtime until sleep and manually coded for device type (phone, tablet, laptop computer, desktop computer, handheld gaming console, gaming console, television and other) and screen activity (watching, listening, reading, educational/creative, browsing, communication, social media, video gaming, multitasking) using a reliable coding schedule (κ ≥ 0.8). …”
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